… | |
… | |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
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25 | |
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26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <cmath> |
25 | #include <cmath> |
28 | |
26 | |
29 | static void expand_lighted_sight (object *op); |
27 | #define SEE_IN_DARK_RADIUS 3 |
30 | |
28 | |
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29 | // los flags |
31 | enum { |
30 | enum { |
32 | LOS_XI = 0x01, |
31 | FLG_XI = 0x01, // we have an x-parent |
33 | LOS_YI = 0x02, |
32 | FLG_YI = 0x02, // we have an y-parent |
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33 | FLG_BLOCKED = 0x04, // this space blocks the view |
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34 | FLG_QUEUED = 0x80 // already queued in queue, or border |
34 | }; |
35 | }; |
35 | |
36 | |
36 | struct los_info |
37 | struct los_info |
37 | { |
38 | { |
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39 | uint8 flags; // FLG_xxx |
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40 | uint8 culled; // culled from "tree" |
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41 | uint8 visible; |
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42 | uint8 pad0; |
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43 | |
38 | sint8 xo, yo; // obscure angle |
44 | sint8 xo, yo; // obscure angle |
39 | sint8 xe, ye; // angle deviation |
45 | sint8 xe, ye; // angle deviation |
40 | uint8 culled; // culled from "tree" |
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41 | uint8 queued; // already queued |
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42 | uint8 visible; |
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43 | uint8 flags; // LOS_XI/YI |
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44 | }; |
46 | }; |
45 | |
47 | |
46 | // temporary storage for the los algorithm, |
48 | // temporary storage for the los algorithm, |
47 | // one los_info for each lightable map space |
49 | // one los_info for each lightable map space |
48 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
50 | static los_info los[MAP_CLIENT_X][MAP_CLIENT_Y]; |
… | |
… | |
75 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
77 | enqueue (sint8 dx, sint8 dy, uint8 flags = 0) |
76 | { |
78 | { |
77 | sint8 x = LOS_X0 + dx; |
79 | sint8 x = LOS_X0 + dx; |
78 | sint8 y = LOS_Y0 + dy; |
80 | sint8 y = LOS_Y0 + dy; |
79 | |
81 | |
80 | if (x < 0 || x >= MAP_CLIENT_X) return; |
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81 | if (y < 0 || y >= MAP_CLIENT_Y) return; |
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82 | |
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83 | los_info &l = los[x][y]; |
82 | los_info &l = los[x][y]; |
84 | |
83 | |
85 | l.flags |= flags; |
84 | l.flags |= flags; |
86 | |
85 | |
87 | if (l.queued) |
86 | if (l.flags & FLG_QUEUED) |
88 | return; |
87 | return; |
89 | |
88 | |
90 | l.queued = 1; |
89 | l.flags |= FLG_QUEUED; |
91 | |
90 | |
92 | queue[q1].x = dx; |
91 | queue[q1].x = dx; |
93 | queue[q1].y = dy; |
92 | queue[q1].y = dy; |
94 | |
93 | |
95 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
94 | q1 = (q1 + 1) & (QUEUE_LENGTH - 1); |
… | |
… | |
101 | // which has been simplified and changed considerably, but |
100 | // which has been simplified and changed considerably, but |
102 | // still is basically the same algorithm. |
101 | // still is basically the same algorithm. |
103 | static void |
102 | static void |
104 | calculate_los (player *pl) |
103 | calculate_los (player *pl) |
105 | { |
104 | { |
106 | int max_radius = max (pl->ns->mapx, pl->ns->mapy) / 2; |
105 | { |
107 | |
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108 | memset (los, 0, sizeof (los)); |
106 | memset (los, 0, sizeof (los)); |
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107 | |
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108 | // we keep one line for ourselves, for the border flag |
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109 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
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110 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
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111 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
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112 | |
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113 | // create borders, the corners are not touched |
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114 | for (int dx = -half_x; dx <= half_x; ++dx) |
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115 | los [dx + LOS_X0][LOS_Y0 - (half_y + 1)].flags = |
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116 | los [dx + LOS_X0][LOS_Y0 + (half_y + 1)].flags = FLG_QUEUED; |
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117 | |
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118 | for (int dy = -half_y; dy <= half_y; ++dy) |
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119 | los [LOS_X0 - (half_x + 1)][dy + LOS_Y0].flags = |
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120 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
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121 | |
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122 | // now reset the los area and also add blocked flags |
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123 | // which supposedly is faster than doing it inside the |
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124 | // spiral path algorithm below, except when very little |
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125 | // area is visible, in which case it is slower, evening |
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126 | // out los calculation times between large and small los maps. |
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127 | // apply_lights also iterates over this area, maybe these |
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128 | // two passes could be combined somehow. |
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129 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
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130 | { |
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131 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
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132 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
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133 | } |
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134 | } |
109 | |
135 | |
110 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
136 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
111 | enqueue (0, 0); // enqueue center |
137 | enqueue (0, 0); // enqueue center |
112 | |
138 | |
113 | // treat the origin specially |
139 | // treat the origin specially |
… | |
… | |
126 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
152 | q2 = (q2 + 1) & (QUEUE_LENGTH - 1); |
127 | |
153 | |
128 | sint8 x = LOS_X0 + dx; |
154 | sint8 x = LOS_X0 + dx; |
129 | sint8 y = LOS_Y0 + dy; |
155 | sint8 y = LOS_Y0 + dy; |
130 | |
156 | |
131 | //int distance = idistance (dx, dy); if (distance > max_radius) continue;//D |
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132 | int distance = 0;//D |
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133 | |
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134 | los_info &l = los[x][y]; |
157 | los_info &l = los[x][y]; |
135 | |
158 | |
136 | if (expect_true (l.flags & (LOS_XI | LOS_YI))) |
159 | if (expect_true (l.flags & (FLG_XI | FLG_YI))) |
137 | { |
160 | { |
138 | l.culled = 1; |
161 | l.culled = 1; |
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162 | l.xo = l.yo = l.xe = l.ye = 0; |
139 | |
163 | |
140 | // check contributing spaces, first horizontal |
164 | // check contributing spaces, first horizontal |
141 | if (expect_true (l.flags & LOS_XI)) |
165 | if (expect_true (l.flags & FLG_XI)) |
142 | { |
166 | { |
143 | los_info *xi = &los[x - sign (dx)][y]; |
167 | los_info *xi = &los[x - sign (dx)][y]; |
144 | |
168 | |
145 | // don't cull unless obscured |
169 | // don't cull unless obscured |
146 | l.culled &= !xi->visible; |
170 | l.culled &= !xi->visible; |
… | |
… | |
171 | } |
195 | } |
172 | } |
196 | } |
173 | } |
197 | } |
174 | |
198 | |
175 | // check contributing spaces, last vertical, identical structure |
199 | // check contributing spaces, last vertical, identical structure |
176 | if (expect_true (l.flags & LOS_YI)) |
200 | if (expect_true (l.flags & FLG_YI)) |
177 | { |
201 | { |
178 | los_info *yi = &los[x][y - sign (dy)]; |
202 | los_info *yi = &los[x][y - sign (dy)]; |
179 | |
203 | |
180 | // don't cull unless obscured |
204 | // don't cull unless obscured |
181 | l.culled &= !yi->visible; |
205 | l.culled &= !yi->visible; |
… | |
… | |
205 | l.xo = yi->xo; |
229 | l.xo = yi->xo; |
206 | } |
230 | } |
207 | } |
231 | } |
208 | } |
232 | } |
209 | |
233 | |
210 | // check whether this space blocks the view |
234 | if (l.flags & FLG_BLOCKED) |
211 | maptile *m = pl->observe->map; |
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212 | sint16 nx = pl->observe->x + dx; |
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213 | sint16 ny = pl->observe->y + dy; |
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214 | |
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215 | if (expect_true (!xy_normalise (m, nx, ny)) |
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216 | || expect_false (m->at (nx, ny).flags () & P_BLOCKSVIEW)) |
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217 | { |
235 | { |
218 | l.xo = l.xe = abs (dx); |
236 | l.xo = l.xe = abs (dx); |
219 | l.yo = l.ye = abs (dy); |
237 | l.yo = l.ye = abs (dy); |
220 | |
238 | |
221 | // we obscure dependents, but might be visible |
239 | // we obscure dependents, but might be visible |
222 | // copy the los from the square towards the player, |
240 | // copy the los from the square towards the player, |
223 | // so outward diagonal corners are lit. |
241 | // so outward diagonal corners are lit. |
224 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
242 | pl->los[x][y] = los[x - sign0 (dx)][y - sign0 (dy)].visible ? 0 : LOS_BLOCKED; |
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243 | |
225 | l.visible = false; |
244 | l.visible = false; |
226 | } |
245 | } |
227 | else |
246 | else |
228 | { |
247 | { |
229 | // we are not blocked, so calculate visibility, by checking |
248 | // we are not blocked, so calculate visibility, by checking |
230 | // whether we are inside or outside the shadow |
249 | // whether we are inside or outside the shadow |
231 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
250 | l.visible = (l.xe <= 0 || l.xe > l.xo) |
232 | && (l.ye <= 0 || l.ye > l.yo); |
251 | && (l.ye <= 0 || l.ye > l.yo); |
233 | |
252 | |
234 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
253 | pl->los[x][y] = l.culled ? LOS_BLOCKED |
235 | : l.visible ? max (0, 2 - max_radius + distance) |
254 | : l.visible ? 0 |
236 | : 3; |
255 | : 3; |
237 | } |
256 | } |
238 | |
257 | |
239 | } |
258 | } |
240 | |
259 | |
241 | // Expands by the unit length in each component's current direction. |
260 | // Expands by the unit length in each component's current direction. |
242 | // If a component has no direction, then it is expanded in both of its |
261 | // If a component has no direction, then it is expanded in both of its |
243 | // positive and negative directions. |
262 | // positive and negative directions. |
244 | if (!l.culled) |
263 | if (!l.culled) |
245 | { |
264 | { |
246 | if (dx >= 0) enqueue (dx + 1, dy, LOS_XI); |
265 | if (dx >= 0) enqueue (dx + 1, dy, FLG_XI); |
247 | if (dx <= 0) enqueue (dx - 1, dy, LOS_XI); |
266 | if (dx <= 0) enqueue (dx - 1, dy, FLG_XI); |
248 | if (dy >= 0) enqueue (dx, dy + 1, LOS_YI); |
267 | if (dy >= 0) enqueue (dx, dy + 1, FLG_YI); |
249 | if (dy <= 0) enqueue (dx, dy - 1, LOS_YI); |
268 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
250 | } |
269 | } |
251 | } |
270 | } |
252 | } |
271 | } |
253 | |
272 | |
254 | /* returns true if op carries one or more lights |
273 | /* returns true if op carries one or more lights |
… | |
… | |
266 | return 0; |
285 | return 0; |
267 | } |
286 | } |
268 | |
287 | |
269 | /* radius, distance => lightness adjust */ |
288 | /* radius, distance => lightness adjust */ |
270 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
289 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
271 | static sint8 vision_atten[MAX_DARKNESS + 1][MAX_DARKNESS * 3 / 2 + 1]; |
290 | static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; |
272 | |
291 | |
273 | static struct los_init |
292 | static struct los_init |
274 | { |
293 | { |
275 | los_init () |
294 | los_init () |
276 | { |
295 | { |
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296 | assert (("QUEUE_LENGTH, MAP_CLIENT_X and MAP_CLIENT_Y *must* be powers of two", |
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297 | !(QUEUE_LENGTH & (QUEUE_LENGTH - 1)))); |
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298 | |
277 | /* for lights */ |
299 | /* for lights */ |
278 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
300 | for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) |
279 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
301 | for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance) |
280 | { |
302 | { |
281 | // max intensity |
303 | // max intensity |
… | |
… | |
288 | ? min (3, intensity) |
310 | ? min (3, intensity) |
289 | : LOS_MAX - intensity; |
311 | : LOS_MAX - intensity; |
290 | } |
312 | } |
291 | |
313 | |
292 | /* for general vision */ |
314 | /* for general vision */ |
293 | for (int radius = 0; radius <= MAX_DARKNESS; ++radius) |
315 | for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) |
294 | for (int distance = 0; distance <= MAX_DARKNESS * 3 / 2; ++distance) |
316 | for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) |
295 | { |
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296 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
317 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
297 | } |
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298 | } |
318 | } |
299 | } los_init; |
319 | } los_init; |
300 | |
320 | |
301 | sint8 |
321 | sint8 |
302 | los_brighten (sint8 b, sint8 l) |
322 | los_brighten (sint8 b, sint8 l) |
… | |
… | |
339 | apply_lights (player *pl) |
359 | apply_lights (player *pl) |
340 | { |
360 | { |
341 | object *op = pl->observe; |
361 | object *op = pl->observe; |
342 | int darklevel = op->map->darklevel (); |
362 | int darklevel = op->map->darklevel (); |
343 | |
363 | |
344 | /* If the player can see in the dark, lower the darklevel for him */ |
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345 | if (op->flag [FLAG_SEE_IN_DARK]) |
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346 | darklevel = max (0, darklevel - 2); |
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347 | |
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348 | int half_x = pl->ns->mapx / 2; |
364 | int half_x = pl->ns->mapx / 2; |
349 | int half_y = pl->ns->mapy / 2; |
365 | int half_y = pl->ns->mapy / 2; |
350 | |
366 | |
351 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
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352 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
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353 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
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354 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
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355 | |
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356 | int pass2 = 0; // negative lights have an extra pass |
367 | int pass2 = 0; // negative lights have an extra pass |
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368 | |
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369 | maprect *rects = pl->observe->map->split_to_tiles ( |
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370 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
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371 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
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372 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
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373 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
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374 | ); |
357 | |
375 | |
358 | if (!darklevel) |
376 | if (!darklevel) |
359 | pass2 = 1; |
377 | pass2 = 1; |
360 | else |
378 | else |
361 | { |
379 | { |
362 | /* first, make everything totally dark */ |
380 | /* first, make everything totally dark */ |
363 | for (int dx = -half_x; dx <= half_x; dx++) |
381 | for (int dx = -half_x; dx <= half_x; dx++) |
364 | for (int dy = -half_x; dy <= half_y; dy++) |
382 | for (int dy = -half_x; dy <= half_y; dy++) |
365 | if (pl->los[dx + LOS_X0][dy + LOS_Y0] != LOS_BLOCKED) |
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366 | pl->los[dx + LOS_X0][dy + LOS_Y0] = LOS_MAX; |
383 | max_it (pl->los[dx + LOS_X0][dy + LOS_Y0], LOS_MAX); |
367 | |
384 | |
368 | /* |
385 | /* |
369 | * Only process the area of interest. |
386 | * Only process the area of interest. |
370 | * the basex, basey values represent the position in the op->contr->los |
387 | * the basex, basey values represent the position in the op->contr->los |
371 | * array. Its easier to just increment them here (and start with the right |
388 | * array. Its easier to just increment them here (and start with the right |
372 | * value) than to recalculate them down below. |
389 | * value) than to recalculate them down below. |
373 | */ |
390 | */ |
374 | for (int x = min_x; x <= max_x; x++) |
391 | for (maprect *r = rects; r->m; ++r) |
375 | for (int y = min_y; y <= max_y; y++) |
392 | rect_mapwalk (r, 0, 0) |
376 | { |
393 | { |
377 | maptile *m = pl->observe->map; |
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378 | sint16 nx = x; |
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379 | sint16 ny = y; |
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380 | |
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381 | if (!xy_normalise (m, nx, ny)) |
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382 | continue; |
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383 | |
|
|
384 | mapspace &ms = m->at (nx, ny); |
394 | mapspace &ms = m->at (nx, ny); |
385 | ms.update (); |
395 | ms.update (); |
386 | sint8 light = ms.light; |
396 | sint8 light = ms.light; |
387 | |
397 | |
388 | if (expect_false (light)) |
398 | if (expect_false (light)) |
389 | if (light < 0) |
399 | if (light < 0) |
390 | pass2 = 1; |
400 | pass2 = 1; |
391 | else |
401 | else |
392 | apply_light<los_brighten> (pl, x - op->x, y - op->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
402 | apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
393 | } |
403 | } |
394 | |
404 | |
395 | /* grant some vision to the player, based on the darklevel */ |
405 | /* grant some vision to the player, based on the darklevel */ |
396 | { |
406 | { |
397 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
407 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
|
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408 | |
|
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409 | /* If the player can see in the dark, lower the darklevel for him */ |
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410 | if (op->flag [FLAG_SEE_IN_DARK]) |
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411 | light += SEE_IN_DARK_RADIUS; |
398 | |
412 | |
399 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
413 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
400 | } |
414 | } |
401 | } |
415 | } |
402 | |
416 | |
403 | // possibly do 2nd pass for rare negative glow radii |
417 | // possibly do 2nd pass for rare negative glow radii |
404 | // for effect, those are always considered to be stronger than anything else |
418 | // for effect, those are always considered to be stronger than anything else |
405 | // but they can't darken a place completely |
419 | // but they can't darken a place completely |
406 | if (pass2) |
420 | if (pass2) |
407 | for (int x = min_x; x <= max_x; x++) |
421 | for (maprect *r = rects; r->m; ++r) |
408 | for (int y = min_y; y <= max_y; y++) |
422 | rect_mapwalk (r, 0, 0) |
409 | { |
423 | { |
410 | maptile *m = pl->observe->map; |
|
|
411 | sint16 nx = x; |
|
|
412 | sint16 ny = y; |
|
|
413 | |
|
|
414 | if (!xy_normalise (m, nx, ny)) |
|
|
415 | continue; |
|
|
416 | |
|
|
417 | mapspace &ms = m->at (nx, ny); |
424 | mapspace &ms = m->at (nx, ny); |
418 | ms.update (); |
425 | ms.update (); |
419 | sint8 light = ms.light; |
426 | sint8 light = ms.light; |
420 | |
427 | |
421 | if (expect_false (light < 0)) |
428 | if (expect_false (light < 0)) |
422 | apply_light<los_darken> (pl, x - op->x, y - op->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
429 | apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
423 | } |
430 | } |
424 | } |
431 | } |
425 | |
432 | |
426 | /* blinded_sight() - sets all viewable squares to blocked except |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
427 | * for the one the central one that the player occupies. A little |
434 | * for the one the central one that the player occupies. A little |
… | |
… | |
442 | player::update_los () |
449 | player::update_los () |
443 | { |
450 | { |
444 | if (ob->flag [FLAG_REMOVED])//D really needed? |
451 | if (ob->flag [FLAG_REMOVED])//D really needed? |
445 | return; |
452 | return; |
446 | |
453 | |
447 | clear_los (); |
|
|
448 | |
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449 | if (ob->flag [FLAG_WIZLOOK]) |
454 | if (ob->flag [FLAG_WIZLOOK]) |
450 | memset (los, 0, sizeof (los)); |
455 | clear_los (0); |
451 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
456 | else if (observe->flag [FLAG_BLIND]) /* player is blind */ |
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457 | { |
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458 | clear_los (); |
452 | blinded_sight (this); |
459 | blinded_sight (this); |
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460 | } |
453 | else |
461 | else |
454 | { |
462 | { |
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463 | clear_los (); |
455 | calculate_los (this); |
464 | calculate_los (this); |
456 | apply_lights (this); |
465 | apply_lights (this); |
457 | } |
466 | } |
458 | |
467 | |
459 | if (observe->flag [FLAG_XRAYS]) |
468 | if (observe->flag [FLAG_XRAYS]) |
460 | for (int dx = -2; dx <= 2; dx++) |
469 | for (int dx = -2; dx <= 2; dx++) |
461 | for (int dy = -2; dy <= 2; dy++) |
470 | for (int dy = -2; dy <= 2; dy++) |
462 | min_it (los[dx + LOS_X0][dy + LOS_X0], 1); |
471 | min_it (los[dx + LOS_X0][dy + LOS_Y0], 1); |
463 | } |
472 | } |
464 | |
473 | |
465 | /* update all_map_los is like update_all_los below, |
474 | /* update all_map_los is like update_all_los below, |
466 | * but updates everyone on the map, no matter where they |
475 | * but updates everyone on the map, no matter where they |
467 | * are. This generally should not be used, as a per |
476 | * are. This generally should not be used, as a per |
… | |
… | |
618 | { |
627 | { |
619 | for_all_players (pl) |
628 | for_all_players (pl) |
620 | if (pl->ob->map == op->map && |
629 | if (pl->ob->map == op->map && |
621 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
630 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
622 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
631 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
623 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_X0] = 0; |
632 | pl->los[op->x - pl->ob->x + LOS_X0][op->y - pl->ob->y + LOS_Y0] = 0; |
624 | } |
633 | } |
625 | |
634 | |
626 | /* |
635 | /* |
627 | * make_sure_not_seen: The object which is supposed to be visible through |
636 | * make_sure_not_seen: The object which is supposed to be visible through |
628 | * walls has just been removed from the map, so update the los of any |
637 | * walls has just been removed from the map, so update the los of any |
… | |
… | |
635 | if (pl->ob->map == op->map && |
644 | if (pl->ob->map == op->map && |
636 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
645 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
637 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
646 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
638 | pl->do_los = 1; |
647 | pl->do_los = 1; |
639 | } |
648 | } |
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649 | |